Unit testing, ensuring good coverage while avoiding unneeded tests - c#

I've written class, which is an enumerable wrapper that caches the results of an underlying enumerable, only getting the next element if we enumerate and reach the end of the cached results. It can be multi-threaded (getting the next item in another thread) or single threaded (getting the next item in the current thread).
I'm reading up on unit-testing and would like to get my head around appropriate tests. I'm using nunit. My main issue is that i've already written my class and am using it. It works for what i'm using it for (one thing currently). So, i'm writing my tests by just trying to think of things that could go wrong, which given that i've tested unofficially i'm probably unconsciously writing tests i know i've already checked. How can i get the write balance between too many/fine-grained tests, and too few tests?
Should i only be testing public methods/constructors or should i test every method?
Should i test the CachedStreamingEnumerable.CachedStreamingEnumerator class separately?
Currently i'm only testing when the class is set to be single-threaded. How do i go about testing it when multi-threaded, given that i might need to wait a period of time before an item is retrieved and added to the cache?
What tests am i missing to ensure good coverage? Are any i've already got not needed?
Code for the class, and test class below.
CachedStreamingEnumerable
/// <summary>
/// An enumerable that wraps another enumerable where getting the next item is a costly operation.
/// It keeps a cache of items, getting the next item from the underlying enumerable only if we iterate to the end of the cache.
/// </summary>
/// <typeparam name="T">The type that we're enumerating over.</typeparam>
public class CachedStreamingEnumerable<T> : IEnumerable<T>
{
/// <summary>
/// An enumerator that wraps another enumerator,
/// keeping track of whether we got to the end before disposing.
/// </summary>
public class CachedStreamingEnumerator : IEnumerator<T>
{
public class DisposedEventArgs : EventArgs
{
public bool CompletedEnumeration;
public DisposedEventArgs(bool completedEnumeration)
{
CompletedEnumeration = completedEnumeration;
}
}
private IEnumerator<T> _UnderlyingEnumerator;
private bool _FinishedEnumerating = false;
// An event for when this enumerator is disposed.
public event EventHandler<DisposedEventArgs> Disposed;
public CachedStreamingEnumerator(IEnumerator<T> UnderlyingEnumerator)
{
_UnderlyingEnumerator = UnderlyingEnumerator;
}
public T Current
{
get { return _UnderlyingEnumerator.Current; }
}
public void Dispose()
{
_UnderlyingEnumerator.Dispose();
if (Disposed != null)
Disposed(this, new DisposedEventArgs(_FinishedEnumerating));
}
object System.Collections.IEnumerator.Current
{
get { return _UnderlyingEnumerator.Current; }
}
public bool MoveNext()
{
bool MoveNextResult = _UnderlyingEnumerator.MoveNext();
if (!MoveNextResult)
{
_FinishedEnumerating = true;
}
return MoveNextResult;
}
public void Reset()
{
_FinishedEnumerating = false;
_UnderlyingEnumerator.Reset();
}
}
private bool _MultiThreaded = false;
// The slow enumerator.
private IEnumerator<T> _SourceEnumerator;
// Whether we're currently already getting the next item.
private bool _GettingNextItem = false;
// Whether we've got to the end of the source enumerator.
private bool _EndOfSourceEnumerator = false;
// The list of values we've got so far.
private List<T> _CachedValues = new List<T>();
// An object to lock against, to protect the cached value list.
private object _CachedValuesLock = new object();
// A reset event to indicate whether the cached list is safe, or whether we're currently enumerating over it.
private ManualResetEvent _CachedValuesSafe = new ManualResetEvent(true);
private int _EnumerationCount = 0;
/// <summary>
/// Creates a new instance of CachedStreamingEnumerable.
/// </summary>
/// <param name="Source">The enumerable to wrap.</param>
/// <param name="MultiThreaded">True to load items in another thread, otherwise false.</param>
public CachedStreamingEnumerable(IEnumerable<T> Source, bool MultiThreaded)
{
this._MultiThreaded = MultiThreaded;
if (Source == null)
{
throw new ArgumentNullException("Source");
}
_SourceEnumerator = Source.GetEnumerator();
}
/// <summary>
/// Handler for when the enumerator is disposed.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Enum_Disposed(object sender, CachedStreamingEnumerator.DisposedEventArgs e)
{
// The cached list is now safe (because we've finished enumerating).
lock (_CachedValuesLock)
{
// Reduce our count of (possible) nested enumerations
_EnumerationCount--;
// Pulse the monitor since this could be the last enumeration
Monitor.Pulse(_CachedValuesLock);
}
// If we've got to the end of the enumeration,
// and our underlying enumeration has more elements,
// and we're not getting the next item already
if (e.CompletedEnumeration && !_EndOfSourceEnumerator && !_GettingNextItem)
{
_GettingNextItem = true;
if (_MultiThreaded)
{
ThreadPool.QueueUserWorkItem((Arg) =>
{
AddNextItem();
});
}
else
AddNextItem();
}
}
/// <summary>
/// Adds the next item from the source enumerator to our list of cached values.
/// </summary>
private void AddNextItem()
{
if (_SourceEnumerator.MoveNext())
{
lock (_CachedValuesLock)
{
while (_EnumerationCount != 0)
{
Monitor.Wait(_CachedValuesLock);
}
_CachedValues.Add(_SourceEnumerator.Current);
}
}
else
{
_EndOfSourceEnumerator = true;
}
_GettingNextItem = false;
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public IEnumerator<T> GetEnumerator()
{
lock (_CachedValuesLock)
{
var Enum = new CachedStreamingEnumerator(_CachedValues.GetEnumerator());
Enum.Disposed += new EventHandler<CachedStreamingEnumerator.DisposedEventArgs>(Enum_Disposed);
_EnumerationCount++;
return Enum;
}
}
}
CachedStreamingEnumerableTests
[TestFixture]
public class CachedStreamingEnumerableTests
{
public bool EnumerationsAreSame<T>(IEnumerable<T> first, IEnumerable<T> second)
{
if (first.Count() != second.Count())
return false;
return !first.Zip(second, (f, s) => !s.Equals(f)).Any(diff => diff);
}
[Test]
public void InstanciatingWithNullParameterThrowsException()
{
Assert.Throws<ArgumentNullException>(() => new CachedStreamingEnumerable<int>(null, false));
}
[Test]
public void SameSequenceAsUnderlyingEnumerationOnceCached()
{
var SourceEnumerable = Enumerable.Range(0, 10);
var CachedEnumerable = new CachedStreamingEnumerable<int>(SourceEnumerable, false);
// Enumerate the cached enumerable completely once for each item, so we ensure we cache all items
foreach (var x in SourceEnumerable)
{
foreach (var i in CachedEnumerable)
{
}
}
Assert.IsTrue(EnumerationsAreSame(Enumerable.Range(0, 10), CachedEnumerable));
}
[Test]
public void CanNestEnumerations()
{
var SourceEnumerable = Enumerable.Range(0, 10).Select(i => (decimal)i);
var CachedEnumerable = new CachedStreamingEnumerable<decimal>(SourceEnumerable, false);
Assert.DoesNotThrow(() =>
{
foreach (var d in CachedEnumerable)
{
foreach (var d2 in CachedEnumerable)
{
}
}
});
}
}

Ad 1)
If you need to test private methods, this should tell you something; probably that your class has too much responsibilities. Quite often, private methods are separate classes waiting to be born :-)
Ad 2)
Yes
Ad 3)
Following the same argument as 1, threading functionality should probably not be done inside the class if it can be avoided. I recall reading something about this in "Clean Code" by Robert Martin. He states something like that threading is a separate concern, that should be separated from other peaces of business logic.
Ad 4)
The private methods are the hardest to cover. Thus, I again turn to my answer 1. If your private methods were public methods in seperate classes, they would be much easier to cover. Also, the test of your main class would be easier to understand.
Regards,
Morten

Rather than riddle you with details, I'd simply advise you to be practical and to follow the "Law of the Critical Few" when creating your tests. You do not need to test every accessor or every small fragment of industry-standard code.
Think of what kinds of things would hurt your class the worst and guard against them. Check for boundary conditions. Use any memories you have as to what may have broken similar code in your past experience. Try test data values that may be unexpected.
You are probably not doing this as an academic exercise. You probably want to ensure that your class is solid and that it will stay that way when you go back later to refactor it or when you want to ensure that it is not the cause of misbehavior in one of its client classes.
Your every test should be there for a reason, not just so you can be cool at the next TDD club meeting!

Related

Use Getter to get data from static class and update data at runtime

The Background
So I have schedule data that is shared across multiple viewmodels in my WPF application. So I decided to put it in a static class that can easily be accessed from any viewModel that needs it.
The static class holds an observableCollection of the schedule data (ScheduleObject) that I need (including times, operations to complete, etc).
When a particular VM wants to use the data it calls the static observable collection through a static function and attempts to put the ScheduleObject inside a new wrapper class I made ScheduleDisplayObject that adds a SolidColorBrush variable so I am able to highlight different scheduleobjects with different colors based on different conditions.
The Issue
When I run the program, my ItemsControl that the DisplayObjects ObservableCollection is attached to fills as intended. In the constructor of the VM, I try to set the color inside the wrapper class to something different to indicate a certain ItemsControl item is important. It does not update. I am not able to update the color in the wrapper class. Now I assume this is because every time DisplayObjects (See Below) is called on, it calls the getter again and recreates the entire list of wrappers without my color modifications.
I am wondering what is a better way to accomplish what I am trying to do.
All relevant code is below. RaisePropertyChanged and ObservableClass are implementations of INotifyPropertyChanged. Please let me know if you have any questions!
public VM
{
/// <summary>
/// A UI consumable list of display objects that hold tube schedule information
/// </summary>
public ObservableCollection<ScheduleDisplayObject> DisplayObjects
{
get
{
var list = new ObservableCollection<ScheduleDisplayObject>();
foreach (ScheduleObject item in ScheduleManager.getList())
{
list.Add(new ScheduleDisplayObject(item));
}
return list;
}
}
public VM()
{
DisplayObjects[0].BackgroundColor = new SolidColorBrush(Colors.Red); //This doesn't do anything
}
}
public static class ScheduleManager
{
static ObservableCollection<ScheduleObject> ScheduleObjects = new ObservableCollection<ScheduleObject>();
public static ObservableCollection<ScheduleObject> getList()
{
return ScheduleObjects;
}
}
public class ScheduleDisplayObject : ObservableClass
{
#region Declarations
private SolidColorBrush _backgroundColor;
/// <summary>
/// Background color of the UI item
/// </summary>
public SolidColorBrush BackgroundColor
{
get { return _backgroundColor; }
set
{
_backgroundColor = value;
RaisePropertyChanged();
}
}
private ScheduleObject _scheduleObject;
/// <summary>
/// Object containing schedule data for each tube
/// </summary>
public ScheduleObject ScheduleObject
{
get { return _scheduleObject; }
set
{
_scheduleObject = value;
RaisePropertyChanged();
}
}
#endregion
#region Constructor
public ScheduleDisplayObject(int r, int c)
{
ScheduleObject = new ScheduleObject(r, c);
}
public ScheduleDisplayObject(ScheduleObject s)
{
ScheduleObject = s;
}
#endregion
}
public class ScheduleObject : ObservableClass
{
//Data (strings, doubles, ints, etc)
}
You can try to add a backing field for ObservableCollection<ScheduleDisplayObject>, it prevents it being overwritten every time
private ObservableCollection<ScheduleDisplayObject> _displayObjects;
public ObservableCollection<ScheduleDisplayObject> DisplayObjects
{
get
{
if (_displayObjects == null)
{
_displayObjects = new ObservableCollection<ScheduleDisplayObject>();
foreach (ScheduleObject item in ScheduleManager.getList())
{
_displayObjects.Add(new ScheduleDisplayObject(item));
}
}
return _displayObjects;
}
}
If you update this information during app runtime, it'll make sense to implement both getter and setter for collection to reflect the data changes

is below class thread safe ? explain

Can someone explain whether or not I can call the below class "thread safe"?
As far as I know, we can call something thread safe if we are not breaking existing functionality
Example:
public class BackgroundWorker
{
private readonly IDictionary<string, RunningTask> _runningTasks = new ConcurrentDictionary<string, RunningTask>();
/// <summary>
/// Executes async job for the specified key, only one at a time.
/// </summary>
/// <param name="key"></param>
public void Enqueue(string key)
{
if (_runningTasks.ContainsKey(key))
{
_runningTasks[key].Repeat = true;
return;
}
_runningTasks[key] = new RunningTask();
ExecuteTask(key);
}
private void ExecuteTask(string key)
{
Task.Run(() =>
{
// Do something
if (_runningTasks[key].Repeat)
{
_runningTasks[key].Repeat = false;
ExecuteTask(key);
return;
}
_runningTasks.Remove(key);
});
}
private class RunningTask
{
/// <summary>
/// Flag to repeat a task after completion.
/// </summary>
public bool Repeat { get; set; }
}
}
I don't think so because _runningTasks is shared object and your method Enqueue is writing on this shared object. For example its possible when one thread already executed line number y, another thread will evaluate condition check in line number x as true - which might not be intention.
public void Enqueue(string key)
{
if (_runningTasks.ContainsKey(key)) /*say line no : x */
{
_runningTasks[key].Repeat = true;
return;
}
_runningTasks[key] = new RunningTask(); /*say line no:y*/
ExecuteTask(key);
}
Using ConcurrentDictionary will just ensure no two threads can read/write to/from the dictionary same time.
To your second point :
As far as I know, we can call something thread safe if we are not
breaking existing functionality
No this is not the definition of thread safe (might be ok to say one of desirable outcome in multi threaded environment) I would recommend to read this post for official meaning rather.

How can I improve performance of an AddRange method on a custom BindingList?

I have a custom BindingList that I want create a custom AddRange method for.
public class MyBindingList<I> : BindingList<I>
{
...
public void AddRange(IEnumerable<I> vals)
{
foreach (I v in vals)
Add(v);
}
}
My problem with this is performance is terrible with large collections. The case I am debugging now is trying to add roughly 30,000 records, and taking an unacceptable amount of time.
After looking into this issue online, it seems like the problem is that the use of Add is resizing the array with each addition. This answer I think summarizes it as :
If you are using Add, it is resizing the inner array gradually as needed (doubling)
What can I do in my custom AddRange implementation to specify the size the BindingList needs to resize to be based on the item count, rather than letting it constantly re-allocate the array with each item added?
CSharpie explained in his answer that the bad performance is due to the ListChanged-event firing after each Add, and showed a way to implement AddRange for your custom BindingList.
An alternative would be to implement the AddRange functionality as an extension method for BindingList<T>. Based on on CSharpies implementation:
/// <summary>
/// Extension methods for <see cref="System.ComponentModel.BindingList{T}"/>.
/// </summary>
public static class BindingListExtensions
{
/// <summary>
/// Adds the elements of the specified collection to the end of the <see cref="System.ComponentModel.BindingList{T}"/>,
/// while only firing the <see cref="System.ComponentModel.BindingList{T}.ListChanged"/>-event once.
/// </summary>
/// <typeparam name="T">
/// The type T of the values of the <see cref="System.ComponentModel.BindingList{T}"/>.
/// </typeparam>
/// <param name="bindingList">
/// The <see cref="System.ComponentModel.BindingList{T}"/> to which the values shall be added.
/// </param>
/// <param name="collection">
/// The collection whose elements should be added to the end of the <see cref="System.ComponentModel.BindingList{T}"/>.
/// The collection itself cannot be null, but it can contain elements that are null,
/// if type T is a reference type.
/// </param>
/// <exception cref="ArgumentNullException">values is null.</exception>
public static void AddRange<T>(this System.ComponentModel.BindingList<T> bindingList, IEnumerable<T> collection)
{
// The given collection may not be null.
if (collection == null)
throw new ArgumentNullException(nameof(collection));
// Remember the current setting for RaiseListChangedEvents
// (if it was already deactivated, we shouldn't activate it after adding!).
var oldRaiseEventsValue = bindingList.RaiseListChangedEvents;
// Try adding all of the elements to the binding list.
try
{
bindingList.RaiseListChangedEvents = false;
foreach (var value in collection)
bindingList.Add(value);
}
// Restore the old setting for RaiseListChangedEvents (even if there was an exception),
// and fire the ListChanged-event once (if RaiseListChangedEvents is activated).
finally
{
bindingList.RaiseListChangedEvents = oldRaiseEventsValue;
if (bindingList.RaiseListChangedEvents)
bindingList.ResetBindings();
}
}
}
This way, depending on your needs, you might not even need to write your own BindingList-subclass.
You can pass in a List in the constructor and make use of List<T>.Capacity.
But i bet, the most significant speedup will come form suspending events when adding a range. So I included both things in my example code.
Probably needs some finetuning to handle some worst cases and what not.
public class MyBindingList<I> : BindingList<I>
{
private readonly List<I> _baseList;
public MyBindingList() : this(new List<I>())
{
}
public MyBindingList(List<I> baseList) : base(baseList)
{
if(baseList == null)
throw new ArgumentNullException();
_baseList = baseList;
}
public void AddRange(IEnumerable<I> vals)
{
ICollection<I> collection = vals as ICollection<I>;
if (collection != null)
{
int requiredCapacity = Count + collection.Count;
if (requiredCapacity > _baseList.Capacity)
_baseList.Capacity = requiredCapacity;
}
bool restore = RaiseListChangedEvents;
try
{
RaiseListChangedEvents = false;
foreach (I v in vals)
Add(v); // We cant call _baseList.Add, otherwise Events wont get hooked.
}
finally
{
RaiseListChangedEvents = restore;
if (RaiseListChangedEvents)
ResetBindings();
}
}
}
You cannot use the _baseList.AddRangesince BindingList<T> wont hook the PropertyChanged event then. You can bypass this only using Reflection by calling the private Method HookPropertyChanged for each Item after AddRange. this however only makes sence if vals (your method parameter) is a collection. Otherwise you risk enumerating the enumerable twice.
Thats the closest you can get to "optimal" without writing your own BindingList.
Which shouldnt be too dificult as you could copy the source code from BindingList and alter the parts to your needs.

Multithreading Multiple Producer and Consumer Threads Won't Sync BlockingCollection Race Condition

I have multiple producers and multiple consumers. My shared resource is the BlockingCollection. However, my code only works if I have one consumer. I know it is a race condition since the output is different each time I run the code.
I thought BlockingCollection would take care of all the syncing etc. but it does not.
How can I sync my shared resource among all the producers and consumers then?
Here is my code:
/// <summary>
/// PURE PRODUCER TYPE
/// </summary>
class Caller
{
private BlockingCollection<Call> incommingCalls;
public Caller(BlockingCollection<Call> calls)
{
incommingCalls = calls;
//start the producer thread
Thread thread = new Thread(new ThreadStart(placeCall));
thread.Start();
}
public void placeCall()
{
incommingCalls.Add(myCall);
}
}
/// <summary>
/// CONSUMER
/// </summary>
class Fresher : Employee
{
private BlockingCollection<Call> calls;
public Fresher(BlockingCollection<Call> incalls)
{
calls = incalls;
Thread thread = new Thread(new ThreadStart(HandleCalls));
thread.Start();
}
/// <summary>
///
/// </summary>
public void HandleCalls()
{
while (!incommingCalls.IsCompleted)
{
Call item;
if (incommingCalls.TryTake(out item, 100000))
{
//do something with the call
} //else do nothing - just wait
}
}
/// <summary>
///
/// </summary>
class CallCenter
{
private BlockingCollection<Call> fresherCalls;
private List<Caller> myCallers;
private List<Employee> myFreshers;
public CallCenter()
{
//initial incomming calls to the fresher queue
fresherCalls = new BlockingCollection<Call>();
myFreshers = new List<Employee>();
myCallers = new List<Caller>();
generate_freshers();
//generate to start the producer
generate_callers();
}
/// <summary>
///
/// </summary>
private void generate_freshers()
{
for (int i = 0; i < 1; i++ )
{
myFreshers.Add(new Fresher(fresherCalls, tlCalls, locker2));
}
}
/// <summary>
///
/// </summary>
private void generate_callers()
{
for (int i = 0; i < 20; i++ )
{
myCallers.Add(new Caller(fresherCalls, locker));
}
}
}
I know it is a race condition since the output is different each time I run the code.
This is common with multithreading, and not necessarily due to a race condition (at least not a bad one). Order processing in multithreaded scenarios tends to not be deterministic - which would likely change the output.
That being said, with BlockingCollection<T>, it's typically easier to write your consumers as:
public void HandleCalls()
{
foreach(var item in incommingCalls.GetConsumingEnumerable())
{
//do something with the call
}
}
This will handle all of the synchronization and checking for you, for any number of consumers on the BlockingCollection<T>.
Edit: If you need to control the scheduling, and implement some form of Round-Robin Scheduling, you may want to take a look at the Parallel Extension Extras within the samples for the TPL. They provide a RoundRobinTaskScheduler which can be used to schedule Task<T> instances which work in a predictable manner.

Cross thread UI component call

Is this an appropriate way of handling cross-thread operations?
Should I use a new property name, something like "EditValueThreadSafe" instead of overriding "EditValue"? I don't think there is an issue with the changes to the implementation of EditValue, as the base property is called regardless.
namespace MyApplication.Components
{
using System.Windows.Forms;
/// <summary>
/// Thread-safe implementation of the DevExpress.XtraEditors.ComboBoxEdit class.
/// </summary>
public class ComboBoxEditThreadSafe : DevExpress.XtraEditors.ComboBoxEdit
{
/// <summary>
/// Gets or sets the edit value.
/// </summary>
/// <value>The edit value.</value>
public override object EditValue
{
get
{
return base.EditValue;
}
set
{
if (this.InvokeRequired)
{
this.Invoke(new MethodInvoker(delegate
{
this.SetEditValue(value);
}));
}
else
{
this.SetEditValue(value);
}
}
}
/// <summary>
/// Sets the edit value.
/// </summary>
/// <param name="value">The value.</param>
private void SetEditValue(object value)
{
base.EditValue = value;
}
}
}
You can also delegate to another method that does the work, and in that method, if on the wrong thread, (BeginInvoke returns true), then call the same method back again. Doing that that eliminates the need to duplicate code.
public class ComboBoxEditThreadSafe : DevExpress.XtraEditors.ComboBoxEdit
{
public override object EditValue
{
get
{
return base.EditValue;
}
set
{
SetValue(value);
}
}
private void delegate SetValueDlg(object valeu);
private void SetValue(object value)
{
if (this.InvokeRequired)
this.BeginInvoke(
(SetValueDlg)SetValue, // calls itself, but on correct thread
new object[] { value });
else
base.editValue = value;
}
}
You can also use the Action() generic class to eliminate need to create explicit delegate class...
public class ComboBoxEditThreadSafe : DevExpress.XtraEditors.ComboBoxEdit
{
public override object EditValue
{
get { return base.EditValue; }
set { SetValue(value); }
}
private void SetValue(object value)
{
if (this.InvokeRequired)
this.BeginInvoke(
new Action<object>(SetValue), // calls itself, but on correct thread
new object[] { value });
else
base.editValue = value;
}
}
It's thread-safe, yes, though be wary of overriding a property and fundamentally changing the behaviour. Changing the implentation is fine, but this property now behaves very differently, removing the possibility of a specific exception but introducing a possible deadlock or blocking condition, which impacts on the calling code.
So yes, this is the correct use of InvokeRequired & Invoke, but I'd recommend creating a separate, purpose-specific and thread-safe property that is advertised as such.
My UI methods like yours end up looking like this:
public void setStatusLabelText(String s)
{
if (footerStatusLabel.InvokeRequired) {
StringUpdateInvokeDelegate callback = new StringUpdateInvokeDelegate(setStatusLabelText);
this.Invoke(callback, new object[] { s });
}
else {
this.footerStatusLabel.Text = s;
}
}
(this may be old for .net these days - but the point is that you can just do the operation inside this method if you are already on the right thread - makes it a little less irritating to read, but still annoying compared to Java, IMO).
I'll inject my 2 cents here. The actual calls to InvokeRequired/BeginInvoke/Invoke are not entirely thread safe. (see Avoiding the woes of Invoke/BeginInvoke in cross-thread WinForm event handling?) I would recommend finding some way of isolating the calls to these in a single place, utility api, extension method, or the like. In the article above there is complete code for a class that wraps a delegate to provide thread-safe behavior.

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